@STEVIL I just want to be clear about one thing about what i'm going to say now;II'm not trying to force or oppose some kind of system for it.I'm just going to say this because ,at the moment,there is one thing that bothers me when talking about pve does pve.
Even when you solely have pve adversity ingame.You could ruin the experience of fellow pve players playing in that same environment:
pve adversary can create adversing feeling between pve players.
Since the Dark brotherhood release I have feelings of hostility towards players going through the dark brotherhood gameplay ,slitting throats in my own alliance.
Looking at the discussion and the previous one I doubt ther will ever be a solution when even a tag with no relation to the actual pvp is too much to cope with.
I do think many forget that the experience in the open world parts is not truly their own.
Personally I'd destroy the dark brotherhood like was possible in the single player games, if that was possible.
As it stands now there is "passive conflict" (dont know what else to call it) between players who disapprove of dark brotherhood & those that become members.
When a player is opted out. Just have a bed in a prison room that no one else can enter. He can either opt in and try to break out bars or just go to bed and his imprisonment term is over.@Tipsy , I appreciate your effort with the suggestions, but I have already set my mind to an opt-out solution instead of the PvE flee.
There is no point discussing it anymore, I won't revert the complete opt-out from the concept.
If you wish to contribute to the concept, please have the suggestions embrace that idea of opting out.
There is currently one issue I am trying to address: players avoiding the bounty payment by having no gold in their inventory.
A partial solution (at least for the opted in players) is this:However, this means opted out players are able to enter the Prison instance (that is reserved for opted in players only), which opens up PvP penalties.
- If a player does not have sufficient gold to pay his bounty when either being accosted, or killed by a Guard or an Enforcer, he is then transferred to the Prison instance to wait out his bounty.
As I said, I am fully embracing the "absolutely no PvP for opted-out players" policy, and I would like some suggestions on how this could be improved.
If he goes to bed, upon returning to the open world. He will be unable to steal, murder, or fence for 1 hour.
@starkerealm in skyrim you have the option to destroy dark brotherhood too
I in no way endorse PvP in a PvE centric world. I only provided a possible fix for the OP problem.When a player is opted out. Just have a bed in a prison room that no one else can enter. He can either opt in and try to break out bars or just go to bed and his imprisonment term is over.@Tipsy , I appreciate your effort with the suggestions, but I have already set my mind to an opt-out solution instead of the PvE flee.
There is no point discussing it anymore, I won't revert the complete opt-out from the concept.
If you wish to contribute to the concept, please have the suggestions embrace that idea of opting out.
There is currently one issue I am trying to address: players avoiding the bounty payment by having no gold in their inventory.
A partial solution (at least for the opted in players) is this:However, this means opted out players are able to enter the Prison instance (that is reserved for opted in players only), which opens up PvP penalties.
- If a player does not have sufficient gold to pay his bounty when either being accosted, or killed by a Guard or an Enforcer, he is then transferred to the Prison instance to wait out his bounty.
As I said, I am fully embracing the "absolutely no PvP for opted-out players" policy, and I would like some suggestions on how this could be improved.
If he goes to bed, upon returning to the open world. He will be unable to steal, murder, or fence for 1 hour.
would you endorse also activity bans for all other in game activities on failure?
Die in a delve blocked from all delves for an hour?
Die while grinding, ban from open mob killing for hour?
Die while in public dungeon... die in quest... etc?
If not, why reduce the ability of players to pursue injustice activities with an actual cannot do this countdown?
Participating in Injustice activities is just a different way to play for gains and fun like those are, but it seems to be the only one where under the sheeps hoid of improving or making it more fun rules and systems keep being thrown in to reduce the participation, not increase it.
This is just the most explicit and truly literal example of that so far.
I in no way endorse PvP in a PvE centric world. I only provided a possible fix for the OP problem.When a player is opted out. Just have a bed in a prison room that no one else can enter. He can either opt in and try to break out bars or just go to bed and his imprisonment term is over.@Tipsy , I appreciate your effort with the suggestions, but I have already set my mind to an opt-out solution instead of the PvE flee.
There is no point discussing it anymore, I won't revert the complete opt-out from the concept.
If you wish to contribute to the concept, please have the suggestions embrace that idea of opting out.
There is currently one issue I am trying to address: players avoiding the bounty payment by having no gold in their inventory.
A partial solution (at least for the opted in players) is this:However, this means opted out players are able to enter the Prison instance (that is reserved for opted in players only), which opens up PvP penalties.
- If a player does not have sufficient gold to pay his bounty when either being accosted, or killed by a Guard or an Enforcer, he is then transferred to the Prison instance to wait out his bounty.
As I said, I am fully embracing the "absolutely no PvP for opted-out players" policy, and I would like some suggestions on how this could be improved.
If he goes to bed, upon returning to the open world. He will be unable to steal, murder, or fence for 1 hour.
would you endorse also activity bans for all other in game activities on failure?
Die in a delve blocked from all delves for an hour?
Die while grinding, ban from open mob killing for hour?
Die while in public dungeon... die in quest... etc?
If not, why reduce the ability of players to pursue injustice activities with an actual cannot do this countdown?
Participating in Injustice activities is just a different way to play for gains and fun like those are, but it seems to be the only one where under the sheeps hoid of improving or making it more fun rules and systems keep being thrown in to reduce the participation, not increase it.
This is just the most explicit and truly literal example of that so far.
The ban aspect doesn't apply in this circumstance. Those 3 examples do not involve PvP in any shape or form.
As for how restrictions apply in PvE content. Many mmos have content restrictions to increase staying power. Some dungeons or public contents have 24 hour cooldowns, some have once a week.
While I don't agree that PvE and PvP should be mixed. There should be repercussions for choosing a wrong strategy or is the concept of risk/reward not apply to rpgs? The gold bounty is not enough in terms of repercussion. If you have 2 million gold, a couple of thousand or hundred gold is a slap on the hand.
There should be an actual Prison for PvE players who violate the rules of conduct and violate the rules of Tamriel Citizens. I just don't agree with other players being the police. Unless they opted in without constant reminder from the game asking you to opt in or opt out.
There is currently one issue I am trying to address: players avoiding the bounty payment by having no gold in their inventory.
A partial solution (at least for the opted in players) is this:However, this means opted out players are able to enter the Prison instance (that is reserved for opted in players only), which opens up PvP penalties.
- If a player does not have sufficient gold to pay his bounty when either being accosted, or killed by a Guard or an Enforcer, he is then transferred to the Prison instance to wait out his bounty.
As I said, I am fully embracing the "absolutely no PvP for opted-out players" policy, and I would like some suggestions on how this could be improved.
starkerealm wrote: »There are multiple things proposed in this concept that serve to prevent such griefing:starkerealm wrote: »Giles.floydub17_ESO wrote: »Flagging oneself for PvP sounds simple enough to work. However, I've seen in other games players find ways to force a player to be flagged.
Here's a fun idea, on a NB, blade of woe some poor schmuck in Glenumbra, near the bank. Use Cloak to get to the fountain, and hide. Wait for a player to start spamming heals... WHEEE!Needless to say, if someone has the Prevent attacking innocents turned off, he should be careful where he spams his heals.
- The "prevent attacking innocents" option is now turned on by default for new characters. When the "you cannot attack this target..." notification is triggered for the first time, a tutorial is also shown that clearly states attacking innocents is a crime and will grant you a bounty along with instructions where to turn off the prevent attacking innocents option.
- The "prevent attacking innocents" option also prevents players from healing or buffing players engaged in Justice Combat that are not in the same group. Does not apply in Cyrodiil or Imperial City, or when becoming a Wanted.
- The "Auto loot stolen items" option now also applies to items on display.
- Enforcers cannot turn off the "prevent attacking innocents option" and cannot loot stolen goods, pickpocket, and enter any Trespassing area, as well as Outlaw refuges, the Thieves Den or Dark Brotherhood Sanctuary.
I am not quite sure how it works currently on live, but I'll try to do some testing.
That being said, I encourage you to read through the concept and point out any possible exploits or ways to grief in it.
That list might have more weight if it wasn't things that were originally suggested back when the system was being put into place. Including defaulting the "prevent attacking innocents" setting to on. ZOS took that advice under advisement and decided not to change anything.
Also, on the subject of the Items on display...ZOS_MandiParker wrote: »Further, having a “No Theft” toggle would remove interactivity in the world and it would eliminate one of the few non-combat risks that people might encounter. Sometimes even the most careful player will run into a hostile monster by accident (and sometimes they get killed by this), but we do not allow players to toggle off hostility. That would be quite odd, right?
Or... as I wrote at the time:starkerealm wrote: »I'm sorry, are you literally claiming that having a player's character choose to pick up and pocket an item against the wishes of that player is an intended element of difficulty?
You can follow the quote links if you want to see the discussion in full.
In this concept there are no tabbards. You either are an Enforcer, or not. Being an enforcer needs to have certain restrictions to it, and switching back and forth should not be easy, just as vampire/werewolf is a long term commitment.ahstin2001nub18_ESO wrote: »Well, currently, if accosted by an NPC guard, and you don't have the gold to pay, your only other option (outside of special abilities like clemency) is to choose to flee, correct? So opted-out players would have to escape the guards. Failing to do so would get them killed, and their stolen items repossessed. If they don't have enough gold to pay the bounty, the bounty remains and they could get accosted again.There is currently one issue I am trying to address: players avoiding the bounty payment by having no gold in their inventory.
A partial solution (at least for the opted in players) is this:However, this means opted out players are able to enter the Prison instance (that is reserved for opted in players only), which opens up PvP penalties.
- If a player does not have sufficient gold to pay his bounty when either being accosted, or killed by a Guard or an Enforcer, he is then transferred to the Prison instance to wait out his bounty.
As I said, I am fully embracing the "absolutely no PvP for opted-out players" policy, and I would like some suggestions on how this could be improved.
If you are looking for an additional penalty for not being able to pay the bounty when killed (for opted-out players), I'm not sure what to suggest. Their bounty would have gone up when they chose to flee, but you could give them an additional bounty increase (maybe add a "20% more bounty" penalty for not having enough gold?) or something. Seems like a boring solution, but it's something.
Alternately, you could have some kind of PvE version of the Prison system. That would be a whole different thing to design though.
I know your focus is to work on the PvP side of things, but with a full opt-out, you now have the entire other side of the new system (the PvE-only side) to flesh-out as well. That could be a whole thread in itself.
im against the bold, as if you are killed or submit, your bounty should be absolved to avoid camping players. the PVP should be based on the bounty- if you have no bounty, you have no PVP as a criminal; if you are a guard, you will have PVP so long as you have your tabard equipped. having PVP wait timers (you had to wait for PVP to "drop") sucks imo. just because you ARE PVP-enabled, doesn't mean you should be FORCED to PVP in ESO-justice, as it just doesn't make sense to me in the context of the system. mind you, my opinion is that you have to first work for "PVP" status as a criminal in justice.
Since there is an opt out in this concept, there are different things to watch out for depending on your heat and bounty:
1 star= guards find you (they can be killed)
2 star = the whole town of NPCs go after you (all can be killed)
3 star = region wide PVP (you leave the region and lose your PVP status until a threshold is met to either world PVP status [see 4 star] or you rack up a sufficient bounty for 3 star)
4 star = world PVP enabled when "x" amount of regions have pvp-enabled bounties (the whole world wants you now)
NOTE: murder increases your bounty so use that option as a last resort... unless you're into that kinda thing, then more power to ya and kill your way out of town or the region.
4 star status would need something extreme like you have 3 star rating in three or four regions or something to activate. so you can be wanted in grahtwood (PVP on), and be safe in craglorn (pvp off), until the needed threshold is met. the bounty timer continues, even when outside the region.
star 1-2 keeps you in a PVE environment
star 3-4 puts you in a PVP environment with increased rewards based off your bounty for "x" amount of time (the reward idea needs some refinement) or for x amount for the day/week.
Fences do exactly that.to drop PVP:
1) pay off the bounty
2)bribe the NPC to remove your bounty
3)submit to a player
4) die to a player/guard
5) wait out the clock
6) (option for PVP-criminals) a passive that gives a chance to bribe an NPC to keep the goods, but lose gold paid equivalent to the bounty.
NOTE: there are options outside of PVP
my last post before the other thread got locked:
honestly, my opinion is either make it a balance of opt-in based on bounty amount or don't bother. if its purely a PVP thing, few will participate; if its fully optional, few will participate- both these options make it a waste of time and effort given the issues currently with the game that take greater priority. a balance of some where in the middle that compliments the PVPer, while taking into consideration of the PVEer, is worth exploring and has something to work with...
to simplify:
pure PVP system= not worth the effort
pure opt-out=not worth the effort
a balanced approach to both = worth exploring (note: i didn't say "doing," there is a difference)
When a player is opted out. Just have a bed in a prison room that no one else can enter. He can either opt in and try to break out bars or just go to bed and his imprisonment term is over.@Tipsy , I appreciate your effort with the suggestions, but I have already set my mind to an opt-out solution instead of the PvE flee.
There is no point discussing it anymore, I won't revert the complete opt-out from the concept.
If you wish to contribute to the concept, please have the suggestions embrace that idea of opting out.
There is currently one issue I am trying to address: players avoiding the bounty payment by having no gold in their inventory.
A partial solution (at least for the opted in players) is this:However, this means opted out players are able to enter the Prison instance (that is reserved for opted in players only), which opens up PvP penalties.
- If a player does not have sufficient gold to pay his bounty when either being accosted, or killed by a Guard or an Enforcer, he is then transferred to the Prison instance to wait out his bounty.
As I said, I am fully embracing the "absolutely no PvP for opted-out players" policy, and I would like some suggestions on how this could be improved.
If he goes to bed, upon returning to the open world. He will be unable to steal, murder, or fence for 1 hour.
@ Dubhliam
I think criminals (opted out) need a different prison regime than outlaws (opted in)
For the choice of opt-in or opt-out,wouldn't it be logical if there would be different interactions involved for those options?
I think instant access to the bank is a luxury a prisoner shouldn't have.
Personally I'd go for a solution that involves more social interaction like the example I gave above,
where players get their valuables confiscated & have to earn release points by bringing crates to merchants,feeding horses at the stable,giving performance for the children of the orphanage,...
@Dubhliam So what if they are presented with following choices;
either the money is withdrawn directly from their bank account if they are missing it in their inventory
or they can choose to do community work in order to pay a part or the full amount of what they are short in their inventory bag
Ofcourse trading/mailing between players is disabled.They are however allowed to sell what they have in their inventory to a merchant to pay off their bounty.
If they pay a part of the money with community work,the amount that is still missing is still withdrawn from their bank account.
Ofcourse the bounty in this stage will no longer decay over time.
But what if they have no sufficient money in either bank or inventory?
will the bounty then decrease by questing ,the money normally earned during questing could in this case reduce the balance of the bounty.
Until it is paid off and they start to earn money from questing and killing.
Ofcourse they could still choose to do community work instead
perhaps also bring materials to cooresponding npc.Like an amount of mountain flower to an alchemist using the haggle skill..
Or perhaps if they have no money in inventory or bank ,they could kill rats/mudcrabs or something in the prison
For the community work there might be activities which reward more or less points to pay off the bounty based on your performance.
Like at Baan dar's boast where you have to serve the crowd "I need them chicky in my belly"You could take the role of a waiter but the points you earn would be based on your performance.
Also street musician,chef, swapping the floor at the market place/mage guild/throne room,..... would have a performance based release points
In contrast to other tasks like fishing for the fishers at the docks, which would have flat release points based on the kind of fish you catch.
Just like bringing a crate to a merchant
Infact I think non-criminals should be allowed to do this too.But they get the actual money for it.
While for a criminal it is directly used to pay off the bounty
@STEVIL
You have to keep the context in mind as we're trying to look for solutions here to address the problem of players possibly avoiding the bounty payment by having no gold in their inventory.
As you can see above,I wouldn't implement these tasks just for criminals,but for all players.It would be a way for criminals too to get the bounty money together IF they don't have the gold (otherwise they pay right away)
The thing is players go through content one time in pve and its done,activities/community tasks like these would change that; they'd bring much more interactiveness to towns.
Also making towns a much more lively place for visitors to behold.Perhaps a tickling curiosity even leads to players making more contact with other players as well.
So I think it would do quite the opposite from "driving folk away from content as quickly as possible" ,it would bring folk together.
Delve bosses could be another option,but smashin rocks for an hour?And then you complain about town activities being ingame downtime?
The town activities are not "ingame downtime",having to sit it out in prison would be ingame downtime,though.
Adding fun and excitement so lower level pve areas do not have to go obselete is my main concern.
not "I'm a pvp player here to help your pve"
If you see the other topics I created
like content packs for guild events,you'll see that
I do have another, more general, question:
Regardless of the details of the changes to the system, there's another issue to deal with if the justice system were to be modified substantially from its current state. Namely that there are currently players out there with bounties that are up to literally millions of gold.
What would you do about them? It would be kind of unfair to implement a change that would make their lives far harder than they are now, without also removing their bounty. Would you just give everyone a free bounty reset when the changes were made?
@STEVIL
The players are not locked in,they have the option to do those town activities and there would be plenty to choose from.
YOu keep saying "oh that one is trying to force us in pvp" now its "oh you'd have our characters locked into igame tedium costing the precious fun time?
For real..It is about options here.Some of the town activities could be dart throwing you name it.
Why do you always keep going back to the "you try to force us" talking points in some way?
Fishing to pay off their time would be one of the many many options,in no way a "character ingame lockdown"..If you don't want that,pick one of the many other activities.
Or if you have no gold in your inventory or at the bank,go quest but the money goes toward paying the bounty? I dunno they are called suggestions for a reason.
Each time you twist those suggestions and every time you somehow love to suggest that I try to force stuff on people while it is not true.
I'm getting tired of it & having to spend time again and again explaining why the words and ideas you twist are not true.Starting to suspect you are doing it on purpose infact.
And if this continues i'll just ignore you, or abandon the topic all together.
With such an attitude you are not helping to find solutions at all.
Forced fishing..dont make me laugh.They have plenty of ways to earn the money to cleans their bounty.
These town activities will be fun for upholding players as well.Yet it provides a way for criminals to pay of the bounty IF they for some strange reason can't.
It provides options for all types of players.So yes there should be options for pve/pvp players in the rest of Tamriel.
Some interactivity for each type of player to enjoy.My opinion hasnt changed on that.
You try to"bring up my past" in a "gotcha" kind of way with what I said?and you know what: I still agree with all the things I've said as I have hostile feelings toward the dark bortherhood.
I believe i'm not the only one with hostile feelings towards them & I hope we can destroy them one day.Now we should all pretend like everything is alright between us ,so pve player don't feel threatened.Its laughable.
Pve can ruin the pve experience for pve players when it induces such a passive conflict in a world where all players play together.
I made my concern with "pve does pve" clear to you earlier.And I still believe pve and pvp should coexist everywhere.But it should also be cosensual.
As you might have noticed i mentioned I don't know the solution to the dark brotherhood problem as players naturally oppose.
Maybe the ones destroying the leaders dark brotherhood could show hostile on the map for member who are with the dark brotherhood,but the actual game environment acting as some kind of sanctuary where
they are hostile yet can't attack each other.the game has created this awkward situation where hostility is turned off anyway..
And conveniently you left out the other part where I said I find it a shame that cyrodiil is wasted content for pve players who want to avoid it.Tss
you know what,you are not worth my time..i'm done.
Implementing PvP into the justice system changes would change the nature of The Thieves Guild and Dark Brotherhood DLC substantially. I doubt many would be pleased.
In fact I recall a lot of resistance from the PvP player base when it was suggested to allow PvE'rs to play the story line in Imperial City without having to PvP. Understandable really considering it was a PvP update.
Whether the justice system was intended to have a PvP component or not is immaterial now. ZOS have gone forward with it being a PvE activity and sold two DLC's based on that. To change it now would not be without consequence for them, let alone that it would be disrespectful to those players that purchased the DLC on the basis it was PvE and not PvP.
There are other options that would allow you to PvP with the justice system and allow others to PvE ..... namely ask ZOS to implement two main instances in the game world; one PvE and the other PvP.
The train for the PvP component for the justice system has left the station a long time ago. You need to consider alternatives that respect other players, and the design decision ZOS made.
@Tipsy , I appreciate your effort with the suggestions, but I have already set my mind to an opt-out solution instead of the PvE flee.
There is no point discussing it anymore, I won't revert the complete opt-out from the concept.
If you wish to contribute to the concept, please have the suggestions embrace that idea of opting out.
There is currently one issue I am trying to address: players avoiding the bounty payment by having no gold in their inventory.
A partial solution (at least for the opted in players) is this:However, this means opted out players are able to enter the Prison instance (that is reserved for opted in players only), which opens up PvP penalties.
- If a player does not have sufficient gold to pay his bounty when either being accosted, or killed by a Guard or an Enforcer, he is then transferred to the Prison instance to wait out his bounty.
As I said, I am fully embracing the "absolutely no PvP for opted-out players" policy, and I would like some suggestions on how this could be improved.
paleobonesb14_ESO wrote: »Perhaps a "rest" or "serve time" option? Where it appears you spent some time in jail? So you go to prison but instead of trying to escape you interact with a bed or chair. You could make their armor degrade a bit to give the impression that time has passed. Or even a community service quest?
I do have another, more general, question:
Regardless of the details of the changes to the system, there's another issue to deal with if the justice system were to be modified substantially from its current state. Namely that there are currently players out there with bounties that are up to literally millions of gold.
What would you do about them? It would be kind of unfair to implement a change that would make their lives far harder than they are now, without also removing their bounty. Would you just give everyone a free bounty reset when the changes were made?
Implementing PvP into the justice system changes would change the nature of The Thieves Guild and Dark Brotherhood DLC substantially. I doubt many would be pleased.
In fact I recall a lot of resistance from the PvP player base when it was suggested to allow PvE'rs to play the story line in Imperial City without having to PvP. Understandable really considering it was a PvP update.
Whether the justice system was intended to have a PvP component or not is immaterial now. ZOS have gone forward with it being a PvE activity and sold two DLC's based on that. To change it now would not be without consequence for them, let alone that it would be disrespectful to those players that purchased the DLC on the basis it was PvE and not PvP.
There are other options that would allow you to PvP with the justice system and allow others to PvE ..... namely ask ZOS to implement two main instances in the game world; one PvE and the other PvP.
The train for the PvP component for the justice system has left the station a long time ago. You need to consider alternatives that respect other players, and the design decision ZOS made.
paleobonesb14_ESO wrote: »@Tipsy , I appreciate your effort with the suggestions, but I have already set my mind to an opt-out solution instead of the PvE flee.
There is no point discussing it anymore, I won't revert the complete opt-out from the concept.
If you wish to contribute to the concept, please have the suggestions embrace that idea of opting out.
There is currently one issue I am trying to address: players avoiding the bounty payment by having no gold in their inventory.
A partial solution (at least for the opted in players) is this:However, this means opted out players are able to enter the Prison instance (that is reserved for opted in players only), which opens up PvP penalties.
- If a player does not have sufficient gold to pay his bounty when either being accosted, or killed by a Guard or an Enforcer, he is then transferred to the Prison instance to wait out his bounty.
As I said, I am fully embracing the "absolutely no PvP for opted-out players" policy, and I would like some suggestions on how this could be improved.
Perhaps a "rest" or "serve time" option? Where it appears you spent some time in jail? So you go to prison but instead of trying to escape you interact with a bed or chair. You could make their armor degrade a bit to give the impression that time has passed. Or even a community service quest?
Since there is an opt-out, I don't see what people would complain about.
There is no need for separate servers, if it can be played in two different ways at the same time.
From what I gathered, those people were grinding champion points by killing "innocent" NPCs over and over again for hours. In areas where there's a ton of killable NPCs in a small area, it apparently makes for great exp, but you are witnessed every time you attack and kill one, so your bounty goes up super fast.I'm actually glad you brought this up. While I didn't and won't explain HOW those people got such large bounties, did you stop for a second and think how long would it take for you to rack up such a massive bounty?
I did a test a few days back, I played the Justice System content as recklessly as I could, and I only managed to rack up 25k bounty after hours of reckless criminal activities.
It would take a full month of playing ONLY Justice, and in a very reckless way for me to rack up a 1 million bounty, and it would take me almost 3 years to rack up 33 million bounty.
Yet some players had this kind of massive bounties long before Thieves Guild or Dark Brotherhood were even announced.
Remember that guy that came to the forums demanding that ZOS makes Orsinium quest NPCs interactable to Fugitives? He had a 33kk bounty (IIRC), and that was just the second DLC release since the Justice System.
I 100% agree with it being an abuse, which is why I never felt pity for people that did this. And also why I would have no problem with a PvE system that would make bounties of that nature virtually impossible to play with. If you have a bounty of over 100k, you are obviously doing it intentionally. So, for players with bounties like that, if the game were to spawn 50 unkillable guards every 30 seconds directly on your face, I'm totally ok with that. As long as they are PvE guards.These kind of bounties cannot be obtained by intended meas of participation in the Justice System. It is abusal.
From what I gathered, those people were grinding champion points by killing "innocent" NPCs over and over again for hours. In areas where there's a ton of killable NPCs in a small area, it apparently makes for great exp, but you are witnessed every time you attack and kill one, so your bounty goes up super fast.I'm actually glad you brought this up. While I didn't and won't explain HOW those people got such large bounties, did you stop for a second and think how long would it take for you to rack up such a massive bounty?
I did a test a few days back, I played the Justice System content as recklessly as I could, and I only managed to rack up 25k bounty after hours of reckless criminal activities.
It would take a full month of playing ONLY Justice, and in a very reckless way for me to rack up a 1 million bounty, and it would take me almost 3 years to rack up 33 million bounty.
Yet some players had this kind of massive bounties long before Thieves Guild or Dark Brotherhood were even announced.
Remember that guy that came to the forums demanding that ZOS makes Orsinium quest NPCs interactable to Fugitives? He had a 33kk bounty (IIRC), and that was just the second DLC release since the Justice System.I 100% agree with it being an abuse, which is why I never felt pity for people that did this. And also why I would have no problem with a PvE system that would make bounties of that nature virtually impossible to play with. If you have a bounty of over 100k, you are obviously doing it intentionally. So, for players with bounties like that, if the game were to spawn 50 unkillable guards every 30 seconds directly on your face, I'm totally ok with that. As long as they are PvE guards.These kind of bounties cannot be obtained by intended meas of participation in the Justice System. It is abusal.
Since there is an opt-out, I don't see what people would complain about.
There is no need for separate servers, if it can be played in two different ways at the same time.
Amen to that, and I think the list of choices above provides all the choice a player needs to keep playing the playstyle they want.
I guess letting another player pay the bounty on their behalf is also an option,suggested to disable trade between players becuase I thought it would be prone to abuse and encourage players to run around without gold since some rich sugardaddy would pay it for them.But now I see it would also limit the options for players wanting to help out other player so its a no go.
About the solitary cell choice (solo instance for opted out criminals),will players be able to escape with difficult puzzle solving or something?
I think there should alway be something to do,so which actions would the prisoner be able to take?
And suppose we'd have many puzzles in place that a player needs to solve in order to escape the prison.
What if the prisoner had such a high bounty (like 25k) that the time to escape took shorter than it would have took for the amount of bounty to decay?
Or would the bounty remain while in prison?but just decay faster for each puzzle solved successfully?
Or would the difficulty of the puzzles then depend on the amount of bounty the prisoner entered with?
ahstin2001nub18_ESO wrote: »From what I gathered, those people were grinding champion points by killing "innocent" NPCs over and over again for hours. In areas where there's a ton of killable NPCs in a small area, it apparently makes for great exp, but you are witnessed every time you attack and kill one, so your bounty goes up super fast.I'm actually glad you brought this up. While I didn't and won't explain HOW those people got such large bounties, did you stop for a second and think how long would it take for you to rack up such a massive bounty?
I did a test a few days back, I played the Justice System content as recklessly as I could, and I only managed to rack up 25k bounty after hours of reckless criminal activities.
It would take a full month of playing ONLY Justice, and in a very reckless way for me to rack up a 1 million bounty, and it would take me almost 3 years to rack up 33 million bounty.
Yet some players had this kind of massive bounties long before Thieves Guild or Dark Brotherhood were even announced.
Remember that guy that came to the forums demanding that ZOS makes Orsinium quest NPCs interactable to Fugitives? He had a 33kk bounty (IIRC), and that was just the second DLC release since the Justice System.I 100% agree with it being an abuse, which is why I never felt pity for people that did this. And also why I would have no problem with a PvE system that would make bounties of that nature virtually impossible to play with. If you have a bounty of over 100k, you are obviously doing it intentionally. So, for players with bounties like that, if the game were to spawn 50 unkillable guards every 30 seconds directly on your face, I'm totally ok with that. As long as they are PvE guards.These kind of bounties cannot be obtained by intended meas of participation in the Justice System. It is abusal.
the bold was precisely what i had in mind for the justification for my PVP component recommendations.
apply the bold scenario to my suggestion to my recommendations here- https://forums.elderscrollsonline.com/en-GB/discussion/comment/3209374/#Comment_3209374
since im taking the time to reply, @Dubhliam tabards are not JUST to activate PVP, but to also provide a means for criminals to quickly and readily identify player guards, to aid in protecting them from ganking and just masses of player guards attacking at once. perhaps cooldowns should be applied, but the foundation of the system needs to be laid before those ideas are explored. with how pvp mechanics work, it actually increases the chance of a guard being ganked, than a criminal-pvper, as well as it should be. the guard-pvper already has a strategic advantage.
From what I gathered, those people were grinding champion points by killing "innocent" NPCs over and over again for hours. In areas where there's a ton of killable NPCs in a small area, it apparently makes for great exp, but you are witnessed every time you attack and kill one, so your bounty goes up super fast.
100% agree with it being an abuse, which is why I never felt pity for people that did this. And also why I would have no problem with a PvE system that would make bounties of that nature virtually impossible to play with. If you have a bounty of over 100k, you are obviously doing it intentionally. So, for players with bounties like that, if the game were to spawn 50 unkillable guards every 30 seconds directly on your face, I'm totally ok with that. As long as they are PvE guards.